2) I don't understand the question. Facing is not used in the game, thus each marine has a 360 degree field of vision. If Marine A blocks Marine B's LOS to square C, then Marine A can see square C and the Invader could not spawn there anyways.

3) The chainsaw is used.

4) It should be 8.

5) The turn you pick it up plus 2 turns. There is a printing error: the bersek token doesn't have a faded side.

I've played the first scenario 3 time now and only once did the marines run out of ammo. Resource management is part of the game. Remember, the marines' objective is to get out of the base; not kill all of the monsters.

However, I am thinking of using a house rule to give marines at least 1 ammo when they re-spawn.

1.Can invaders step on encounters and ammo tokens, blocking marines from picking them up by doing so?[/quote]

I suppose if an invader was standing on a token, the marine couldn't get it. I don't think I'd let them stand ON encounters, but they could be adjacent to them and block all the positions that would allow the marine to get to the encounter (I mean, how could the invader stand ON the scientist? They would stand next to him and block the marine).

[i]2.Do marines block each others’s line of sight for the purpose of spawning (there are situations where this is important)?

Not sure what you are asking. Spawning invaders or marines? If you could give an example, that would help, but line of sight is typically blocked by other figures (Rulebook pg 8, Confirm Line of Sight).

3.On page 6 of the instruction manual under “four player setup for scenario 1” there is no chainsaw placed, while the scenario guide places one adjacent to the left door: What is correct?

4.On page 6 of the instruction manual under “four player setup for scenario 1” each marine receices 10 wound tokens. Shouldn`t it be 8 wound tokens?

Examples rarely take precedent over stated rules. I think the example is wrong on both counts.

5.How long does the berserk drug last? Is it “the turn you pick it up and the following turn” or “the turn you pick it up and two more turns”?

looks like it lasts the turn you pick it up, then 2 more turns.

Observation after playing for the first time: Not enough ammo! Be prepared to always use your fists (or the chainsaw) on those lesser monsters!

OK, I'll try to illustrate the situation, where the spawn question came up: "m" is the position of the marines, "x" is the space where the invader player wants to spawn a monster. Whe didn`t use a ruler, so I'm not entierely sure, but it seemed that one of the marines didn't have line of sight because of the corner of the wall, and the other marine's line of sight was blocked by said marine.

Thanks for all your answers. Still not sure though, if an invader can step on an encounter (marines can, that's sure: they have to end there movement on an encounter in order to trigger it).

Since LOS has to be traced from center to center, it is possible for Marine A to have LOS to square C blocked by a corner and Marine B to have LOS to square C blocked by Marine A. This is definitely a corner condition (sorry, some testing humor).

Strictly speaking, an Invader could spawn as the rules clearly say that only the Invader figures do not block LOS for spawning purposes. Kevin will have to answer that question.

Matthias Staber wrote:After my first game I have a couple of questions:

1.Can invaders step on encounters and ammo tokens, blocking marines from picking them up by doing so?

Yes to both counts.

2.Do marines block each others’s line of sight for the purpose of spawning (there are situations where this is important)?

Yes, in the rare instance this can happen.

3.On page 6 of the instruction manual under “four player setup for scenario 1” there is no chainsaw placed, while the scenario guide places one adjacent to the left door: What is correct?

The chainsaw should be there. That quick setup diagram is fast becoming a thorn in my side.

4.On page 6 of the instruction manual under “four player setup for scenario 1” each marine receices 10 wound tokens. Shouldn`t it be 8 wound tokens?

8 is correct. Dang fast setup diagram.

5.How long does the berserk drug last? Is it “the turn you pick it up and the following turn” or “the turn you pick it up and two more turns”?

Two more turns. I should also note that, due to a printing error, the berserk tokens aren't faded on one side. I recommend either marking them yourself, or just taking two and discarding one instead of flipping it over. There are no scenarios in the booklet where you'll be using too many berserks at once for this.

Observation after playing for the first time: Not enough ammo! Be prepared to always use your fists (or the chainsaw) on those lesser monsters!

Matthias

Definitely true. Save your ammo until you need it. Use it at range and/or on big monsters. If you're in melee range, use a melee weapon.

That being said, I'm working up a 'mod' for the game to go up with the first free scenarios that will allow you to customize the difficulty level of the game some more. Anyone who beats the entire campaign on Nightmare mode will certainly deserve some kudos.

I'm glad you're watching these posts, Kevin. Your help with questions will be great. I came up with some picky questions, while I was skimming the rules over coffee this morning, but I'm going to wait to see it the rules answer them and to think about them a bit more before I post them here for one and all to ridicule. Thanks for a great game, though. I was able to play at GenCon SoCal and really enjoyed it. (Now, if only I'd had the cash to pick up a copy then.)

I played my second game last night - two players. It was fun, but I liked the game with four players better. As the invader I'm still a bit overwhelmed by the number of tokens I have to keep organized (I've sorted them into ziplock bags) - but I think it will run smoother after a couple of plays. The Flavour texts of the scenarios is great and really helps getting into the right mood for the game. I'm looking forward to more scenarios (but I think the scenarios provided with the game will keep me occupied and entertained for a while).

The core mechanics of the game are great and easily teached - and I think they could be easily adopted to other settings (something like Star Trek: Elite Force would be cool: Searching a Borg Cubus with a blaster rifle...)